// mudlib:   Lil 
// file:     user.c
// purpose:  is the representation of an interactive (user) in the MUD

#include <globals.h>

inherit BASE;

private string name;

#ifdef __INTERACTIVE_CATCH_TELL__
void catch_tell(string str)
{
	receive(str);
}
#endif

// replace this with a functioning version.

string query_cwd()
{
	return "";
}

// logon: move this to /single/login.c when login.c gets written.

void logon()
{
	write("Welcome to Lil.\n> ");
}

// query_name: called by various objects needing to know this user's name.

string query_name()
{
	return name;
}

void set_name(string arg)
{
//  may wish to add security to prevent just anyone from changing
//  someone else's name.
	name = arg;
}

// called by the present() efun (and some others) to determine whether
// an object is referred as an 'arg'.

int id(string arg)
{
return (arg == query_name()) || base::id(arg);
}

#ifndef __OLD_ED__
void write_prompt()
{
	switch (query_ed_mode())
	{
		case 0:
		case -2:
			write(":");
			break;

		case -1:
			write("> ");
			break;

		default:
			write("*\b");
			break;
	}
}

void start_ed(string file)
{
	write(ed_start(file, 0));
}
#endif

#ifdef __NO_ADD_ACTION__
void
exec_command(string arg)
{
	string *parts = explode(arg, " ");
	string verb = sizeof(parts) ? parts[0] : "";
	string rest = implode(parts[1..], " ");
	string cmd_path = COMMAND_PREFIX + verb;
	object cobj = load_object(cmd_path);

	if (cobj)
	{
		cobj->main(rest);
	}
	else
	{
		// maybe call an emote/soul daemon here
	}
}

void
process_input(string arg)
{
#ifndef __OLD_ED__
	if (query_ed_mode() != -1)
	{
		if (arg[0] != '!')
		{
			write(ed_cmd(arg));
			return;
		}
		arg = arg[1..];
	}
#endif
	exec_command(arg);
}
#else
string process_input(string arg)
{
#ifndef __OLD_ED__
	if (query_ed_mode() != -1)
	{
		if (arg[0] != '!')
		{
			write(ed_cmd(arg));
			return 0;
		}
		arg = arg[1..];
	}
#endif
	// possible to modify player input here before driver parses it.
	return arg;
}

int commandHook(string arg)
{
	string cmd_path;
	object cobj;

	cmd_path = COMMAND_PREFIX + query_verb();

	cobj = load_object(cmd_path);
	if (cobj)
	{
		return (int) cobj->main(arg);
	}
	else
	{
		// maybe call an emote/soul daemon here
	}
	return 0;
}

// init: called by the driver to give the object a chance to add some
// actions (see the MudOS "applies" documentation for a better description).

void init()
{
	// using "" as the second argument to add_action() causes the driver
	// to call commandHook() for those user inputs not matched by other
	// add_action defined commands (thus 'commandHook' becomes the default
	// action for those verbs without an explicitly associated action).
	if (this_object() == this_player())
	{
		add_action("commandHook", "", 1);
	}
}
#endif

// create: called by the driver after an object is compiled.

void create()
{
#ifdef __PACKAGE_UIDS__
	seteuid(0); // so that login.c can export uid to us
#endif
}

// receive_message: called by the message() efun.

void receive_message(string newclass, string msg)
{
	// the meaning of 'class' is at the mudlib's discretion
	receive(msg);
}

// setup: used to configure attributes that aren't known by this_object()
// at create() time such as living_name (and so can't be done in create()).

void setup()
{
	set_heart_beat(1);
#ifdef __PACKAGE_UIDS__
	seteuid(getuid(this_object()));
#endif
#ifndef __NO_WIZARDS__
	enable_wizard();
#endif
#ifndef __NO_ADD_ACTION__
	set_living_name(query_name());
	enable_commands();
	add_action("commandHook", "", 1);
#else
	set_this_player(this_object());
#endif
}

// net_dead: called by the gamedriver when an interactive player loses
// hir network connection to the mud.

#ifndef __NO_ENVIRONMENT__
void tell_room(object ob, string msg)
{
foreach (ob in all_inventory(ob) - (
				{	this_object()}))
tell_object(ob, msg);
}
#endif

void net_dead()
{
	set_heart_beat(0);
#ifndef __NO_ENVIRONMENT__
	tell_room(environment(), query_name() + " is link-dead.\n");
#endif
}

// reconnect: called by the login.c object when a netdead player reconnects.

void reconnect()
{
	set_heart_beat(1);
#ifndef __NO_ENVIRONMENT__
	tell_room(environment(), "Reconnected.\n");
	tell_room(environment(), query_name() + " has reconnected.\n");
#endif
}
